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What's the best way to get started with New Horizons? I see a link a couple posts up to the English version, so I'll grab that. Here are my specific questions:

1) Will this overwrite my current game/campaign? (I have the GOG version of Genesis.)
2) How is the (English) translation? I found the Genesis translation to be great, but I don't necessarily expect a mod to be as good. I don't know a single word of Russian. :-)
3) Should I start a campaign or go with custom games?
4) I looked around a bit and couldn't really find anything telling me what's what. Is there anything in particular I should be aware of? For example: "the difficulty is increased", "it is even more important to keep your units alive", "it is more/less easy to mix good and evil units", "Karma is more/less important", etc etc.

Thanks!
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pomalley: What's the best way to get started with New Horizons? I see a link a couple posts up to the English version, so I'll grab that. Here are my specific questions:

1) Will this overwrite my current game/campaign? (I have the GOG version of Genesis.)
Yes and no :) . Your current games are in the "save" folder and will not be overwritten by installing the mod. However, due to the fact that an insane amount of content is added by the mod your vanilla games will be incompatible. You will have to start a new game/campaign.

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pomalley: 2) How is the (English) translation? I found the Genesis translation to be great, but I don't necessarily expect a mod to be as good. I don't know a single word of Russian. :-)
High quality translation, most of the English content was created by a professional translator.

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pomalley: 3) Should I start a campaign or go with custom games?
Start a custom game if you want to experience all creatures/ buildings unlocked. BTW, new release should be out this week, so you may want to go with custom maps for now anyway to avoid losing campaign progress (new version contains new orcs/gnolls, saves will be incompatible with current version)

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pomalley: 4) I looked around a bit and couldn't really find anything telling me what's what. Is there anything in particular I should be aware of? For example: "the difficulty is increased", "it is even more important to keep your units alive", "it is more/less easy to mix good and evil units", "Karma is more/less important", etc etc.
please check out http://steamcommunity.com/app/235660/discussions/0/483366528899208084/
Post edited February 10, 2016 by bavariankid
I have been playing the campaign for a few weeks (turn 30 now) with this version of the mod and it feels just like Genesis now, the last version I played was a bit chaotic (13 something from the first post of the thread), but this feels just like the real deal with much more stuff. I especially like the expansion of old events. So thanks again bavarian!

pomalley:
1. It is standalone, you can install it into a seperate folder
2. Translation is very good, in 1.3 I found some mistakes, but here not so much
3. If you like campaigns, play that with the new release that bavariankid mentioned
4. I think it plays just like Genesis,a notable difference is probably that you can more reliably get alliances with the other species because it tells you where the tower for the elves is and so on. I think the difficulty is similar to Genesis, maybe a bit easier.


Edit: Oh yeah the only thing that bothered me was that some of the new creatures you can create from items (if you have the building for them,like spiders and dragons) have the building requirement on the bottom of the description, and some of the descriptions are like an entire novel. And since you can't scroll down fast, only one line per click, it can take a while ;)
Post edited February 11, 2016 by jamotide
I can't wait to try the new orcs and gnolls :)
Thanks for the responses, folks. I had gone ahead and started a campaign with the current version, though, but I don't really mind going back when the new release comes out. (1. How sure are you that it will be this week?)

I agree the translation so far is great. 2. Are there any differences in the main plot I should watch out for? What I mean is, I more or less just click through all the Zarr dialogue because I read it all last time; has that been changed?

3. I keep getting revolts in my provinces (the halfling ones, specifically). What's up with that? In MotBW I was spoiled with a timer that would tell you when a revolt was coming, but even in Genesis you could tell because the unrest bar filled up. In NH there seems to be no warning at all. (And one of the provinces was conquered by a huge force of infantry dudes I don't think I could beat yet.)

4. There seems to be a lot more money--mills and mines are better investments, and province incomes seem higher in general. This is good, because now I have guards (the patrolmen, specifically) in all my provinces due to the revolts!

5. I sometimes unexpectedly murderized by some dudes. The AI had a rangers guard (or something like that), and four rangers (I guess they're Tier 1.5?) killed all but one of my guys and the hero. Still, it's fun to be learning this stuff again. Also there was a necromancers group on a location and the hero said we would have no problem with them but they wiped the whole party, easily. (That's the one time I've reverted, so far!)

Oh, and the difficulty I'm playing on is one-below-expert (so not quite 100%). This is where I played through Genesis and MotBW. Yeah, yeah, I should go up to expert, but whatever, don't judge me. I'm just a soft Westerner. :-)

So far NH seems pretty sweet, good work and many thanks to all involved.
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pomalley: 1. How sure are you that it will be this week?
Please feel free to create an account on http://eador.com/B2/index.php and p.m. Boon :)

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pomalley: 2. Are there any differences in the main plot I should watch out for? What I mean is, I more or less just click through all the Zarr dialogue because I read it all last time; has that been changed?
IIRC, no plot changes.

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pomalley: 3. I keep getting revolts in my provinces (the halfling ones, specifically). What's up with that?
Halfling freedom fighters seems to be event without previous unrest buildup. Strength varies too :) http://eador.com/B2/viewtopic.php?p=262580#262580

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pomalley: So far NH seems pretty sweet, good work and many thanks to all involved.
Thanks, glad you like it :)
Heh, I don't think I'm quite ready to pester the mod makers/translators yet. :)

Good to know about the halflings. From the initial dialogue I couldn't tell if it was a normal revolt or an event. Will it still happen if the province is not unhappy?

My current shard has halflings in 4 of the 5 provinces in my first ring (one is water). So... we'll see how this goes. Maybe I need to work on an alliance.
Played through another shard (small, 2 enemies). Good lord, there is so much more money now than there used to be! I ended up with guards in just about every province. I never had tons of excess money until the end when I ran out of buildings to build, but it was nice not to always have income hovering around 0. Granted, I was only running with one hero (scout), so maybe that had something to do with it. And I think at the end of the shard I was just starting to run into corruption, so maybe that will balance things out on larger shards.

I also really like the contracts you can get for units. The halfling contracts for an herbalist or a bard were not super useful (though I was tempted by the bard because of his +10% looting ability, but I didn't really have space for him), but getting the duelist was great--the only tier 2 unit I could get that early in the campaign. Seems like a good mechanic for giving you a way to break out of a stall (if all of your second-ring provinces had guards that were too tough, for example).

I also noticed on that link that you sent me that people were talking about controlling guards during province defense. Is this true? That would be amazing! (And probably break the balance a bit since I'm sure you could do so much better than the AI with them.) Of course, I was using Google translate, so who knows if the people there were actually saying what I think they were saying...
Also, do the AI still get free guards/guard upkeep in NH? They seem to be using fewer guards than I remember (i.e. there are some undefended territories, which I almost never saw before.)
Post edited February 11, 2016 by pomalley
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pomalley: I also noticed on that link that you sent me that people were talking about controlling guards during province defense. Is this true? That would be amazing! (And probably break the balance a bit since I'm sure you could do so much better than the AI with them.) Of course, I was using Google translate, so who knows if the people there were actually saying what I think they were saying...
Also, do the AI still get free guards/guard upkeep in NH? They seem to be using fewer guards than I remember (i.e. there are some undefended territories, which I almost never saw before.)
Manual control of pd can be enabled (at least for pd you can dismiss). AFAIK, AI still gets free guards.

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pomalley: Heh, I don't think I'm quite ready to pester the mod makers/translators yet. :)
Quite the opposite would be a good idea - Boon enjoys meeting new NH players and appreciates feedback http://eador.com/B2/viewtopic.php?p=261117#261117 .
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Hey pomalley, I did not notice any changes in the campaign conversations so far. I also noticed the hafling revolts (adventures seem to be among them). The increased gold from the economy is offset by very high maintenance costs for high level troops. Especially with commander heroes you can pay over a thousand for a heroes army. I think loot money has been reduced, so now you cannot ignore the infrastructure like in Genesis.
If you have only used one reversion so far, you are definitely not soft, I use around 5 per map!
One of the more serious annoyances in eador is the lack of information about ALREADY scouted areas.

Ussually if i scout many areas, i often forget, which area had what kind of enemies and how many. So i always have to double check each area with main hero.

Is this issue can be fixed in this mod?
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ambient_orange: One of the more serious annoyances in eador is the lack of information about ALREADY scouted areas.

Ussually if i scout many areas, i often forget, which area had what kind of enemies and how many. So i always have to double check each area with main hero.

Is this issue can be fixed in this mod?
Issue has already been taken care of in the most recent Russian release http://eador.com/B2/viewtopic.php?p=262048#262048. IIRC, provided that your scout has "intelligence" skill, information about enemies will be saved. English translation of NH 15.1231 should be released any day now. Please feel free to monitor http://eador.com/B2/viewforum.php?f=33 using tools like "website watcher" to receive an instant update :)
Cool! This was very needed stuff tbh :) cant wait for release of english patch.
By the way, sometimes buttons are unpresable, after i alt+tab.. Is this happens for others too? win7 here
EDIT: is it possible to repair items somehwere else but not in main town? building outpost doesnt help :(
Post edited February 14, 2016 by ambient_orange
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ambient_orange: By the way, sometimes buttons are unpresable, after i alt+tab.. Is this happens for others too? win7 here
Try right-clicking, then left-clicking buttons.

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ambient_orange: EDIT: is it possible to repair items somehwere else but not in main town? building outpost doesnt help :(
Building a "Storehouse" in a province allows accessing castle inventory/shop by pressing "A" - items can be repaired this way. Required castle building to unlock storehouse is "market".